Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Lighting/UniversalRenderPipelineLigh...

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2024-05-06 14:45:45 -04:00
using UnityEngine;
using UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal
{
partial class UniversalRenderPipelineLightUI
{
static class Styles
{
public static readonly GUIContent lightCookieHeader = new GUIContent("Light Cookie");
public static readonly GUIContent Type = EditorGUIUtility.TrTextContent("Type", "Specifies the current type of light. Possible types are Directional, Spot, Point, and Area lights.");
public static readonly GUIContent AreaLightShapeContent = EditorGUIUtility.TrTextContent("Shape", "Specifies the shape of the Area light. Possible types are Rectangle and Disc.");
public static readonly GUIContent[] LightTypeTitles = { EditorGUIUtility.TrTextContent("Spot"), EditorGUIUtility.TrTextContent("Directional"), EditorGUIUtility.TrTextContent("Point"), EditorGUIUtility.TrTextContent("Area (baked only)") };
public static readonly int[] LightTypeValues = { (int)LightType.Spot, (int)LightType.Directional, (int)LightType.Point, (int)LightType.Rectangle };
public static readonly GUIContent[] AreaLightShapeTitles = { EditorGUIUtility.TrTextContent("Rectangle"), EditorGUIUtility.TrTextContent("Disc") };
public static readonly int[] AreaLightShapeValues = { (int)LightType.Rectangle, (int)LightType.Disc };
public static readonly GUIContent SpotAngle = EditorGUIUtility.TrTextContent("Spot Angle", "Controls the angle in degrees at the base of a Spot light's cone.");
public static readonly GUIContent BakingWarning = EditorGUIUtility.TrTextContent("Light mode is currently overridden to Realtime mode. Enable Baked Global Illumination to use Mixed or Baked light modes.");
public static readonly GUIContent DisabledLightWarning = EditorGUIUtility.TrTextContent("Lighting has been disabled in at least one Scene view. Any changes applied to lights in the Scene will not be updated in these views until Lighting has been enabled again.");
public static readonly GUIContent SunSourceWarning = EditorGUIUtility.TrTextContent("This light is set as the current Sun Source, which requires a directional light. Go to the Lighting Window's Environment settings to edit the Sun Source.");
public static readonly GUIContent CullingMask = EditorGUIUtility.TrTextContent("Culling Mask", "Specifies which layers will be affected or excluded from the light's effect on objects in the scene. This only applies to objects rendered using the Forward rendering path, and transparent objects rendered using the Deferred rendering path.");
public static readonly GUIContent ShadowRealtimeSettings = EditorGUIUtility.TrTextContent("Realtime Shadows", "Settings for realtime direct shadows.");
public static readonly GUIContent ShadowStrength = EditorGUIUtility.TrTextContent("Strength", "Controls how dark the shadows cast by the light will be.");
public static readonly GUIContent ShadowNearPlane = EditorGUIUtility.TrTextContent("Near Plane", "Controls the value for the near clip plane when rendering shadows. Currently clamped to 0.1 units or 1% of the lights range property, whichever is lower.");
public static readonly GUIContent ShadowNormalBias = EditorGUIUtility.TrTextContent("Normal", "Determines the bias this Light applies along the normal of surfaces it illuminates. This is ignored for point lights.");
public static readonly GUIContent ShadowDepthBias = EditorGUIUtility.TrTextContent("Depth", "Determines the bias at which shadows are pushed away from the shadow-casting Game Object along the line from the Light.");
public static readonly GUIContent ShadowInfo = EditorGUIUtility.TrTextContent("Unity might reduce the Light's shadow resolution to ensure that shadow maps fit in the shadow atlas. Consider this when selecting the the size of the shadow atlas, the shadow resolution of Lights, the number of Lights in your scene and whether you use soft shadows.");
// Resolution (default or custom)
public static readonly GUIContent ShadowResolution = EditorGUIUtility.TrTextContent("Resolution", $"Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage. Rounded to the next power of two, and clamped to be at least {UniversalAdditionalLightData.AdditionalLightsShadowMinimumResolution}.");
public static readonly int[] ShadowResolutionDefaultValues =
{
UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierCustom,
UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierLow,
UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierMedium,
UniversalAdditionalLightData.AdditionalLightsShadowResolutionTierHigh
};
public static readonly GUIContent[] ShadowResolutionDefaultOptions =
{
EditorGUIUtility.TrTextContent("Custom"),
UniversalRenderPipelineAssetUI.Styles.additionalLightsShadowResolutionTierNames[0],
UniversalRenderPipelineAssetUI.Styles.additionalLightsShadowResolutionTierNames[1],
UniversalRenderPipelineAssetUI.Styles.additionalLightsShadowResolutionTierNames[2],
};
// Bias (default or custom)
public static GUIContent shadowBias = EditorGUIUtility.TrTextContent("Bias", "Select if the Bias should use the settings from the Pipeline Asset or Custom settings.");
public static int[] optionDefaultValues = { 0, 1 };
public static GUIContent[] displayedDefaultOptions =
{
EditorGUIUtility.TrTextContent("Custom"),
EditorGUIUtility.TrTextContent("Use settings from Render Pipeline Asset")
};
public static readonly GUIContent customShadowLayers = EditorGUIUtility.TrTextContent("Custom Shadow Layers", "When enabled, you can use the Layer property below to specify the layers for shadows seperately to lighting. When disabled, the Light Layer property in the General section specifies the layers for both lighting and for shadows.");
public static readonly GUIContent ShadowLayer = EditorGUIUtility.TrTextContent("Layer", "Specifies the light layer to use for shadows.");
public static readonly GUIContent LightCookieSize = EditorGUIUtility.TrTextContent("Cookie Size", "Controls the size of the cookie mask currently assigned to the light.");
public static readonly GUIContent LightCookieOffset = EditorGUIUtility.TrTextContent("Cookie Offset", "Controls the offset of the cookie mask currently assigned to the light.");
}
}
}